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Understanding
Interactive TV
By D.M. Schwartz.
Draft
dated 16 October 2000
Synopsis
What is "interactive television"? Ask that question
to ten industry participants, and the response will likely
be ten different answers. Presently, there is no general
agreement on what constitutes interactive TV. The wide range
of possibilities for interactive TV is part of what makes
the concept so attractive, and so difficult to implement.
In this paper, the multiple definitions of interactive TV
are discussed, as are various scenarios for its commercialization.
A Brief
History
The history of interactive TV contains a number of distinct
threads that have intertwined from time to time, but on
the whole represent separate sequences of development. Interaction
within the context of broadcast TV has had little to do
with interactive video as it has developed in the computer
industry. Similarly, until the past few years, interactivity
based on closed circuit TV has been a separate thread. The
telephony industry independently developed interactive video
in the form of telephones with pictures. The computer industry's
form of interactive video consisted entirely of graphical
user interfaces to data processing applications, until the
recent addition of multimedia data types. Then, there is
the videogame industry, which over the course of 25 years
has added whole new dimensions to interactivity, including
high fidelity sound, force feedback, body motion input devices
and 3-D imaging headsets.
Ever since
the very first flickering of television about 70 years ago,
the engineers and promoters of TV have talked about 2-way
video. Their vision of bi-directional video communications
was realized in closed circuit and private wireless TV in
the 1950s. In the 1960s, AT&T attempted to commercialize
2-way video in the form of "videophones", using an adaptation
of their voice telephony system. Until recently, the high
cost of video cameras, the limited broadcast bandwidth available,
and the high cost of cable for 2-way TV limited its application
to proprietary systems used mainly for security within or
around a specific facility. In these systems, the interactivity
is that of people communicating with each other, and additionally
there can be a means to remotely control the cameras.
The utility
of video for surveillance made what is now referred to as
"telepresence" a major form of interactive closed-circuit
TV. Telepresence systems enable people to interact safely
from a distance with objects in a hostile or dangerous environment
using remote-controlled video cameras in combination with
robotic devices such as manipulator arms and grippers. From
bomb handling and disposal to underwater salvage, telepresence
has proven itself to be an economically viable form of interactive
TV. Telepresence in the form of 2-way video chat plus user-directed
performance is now a profitable segment of Internet e-commerce,
mainly for the purpose of adult entertainment.
Interaction
with the content of broadcast television began with the
first use of telephone call-ins by the host of the "Today
Show" in the late 1950s. Callers responded to questions
broadcast over the air by dialing the originating TV station's
switchboard, and if they were deemed suitable for going
on-air, the phone on the host's desk would ring. A 7-second
broadcast delay was used to prevent inappropriate material
from being aired. The telephone call-in form of interactive
participation continues to this day on a variety of TV programs,
ranging from games to shopping.
In the
1960s, interactive video took on an entirely different meaning
within the computer industry. Video in the computer industry
meant "glass teletype", as cathode ray tubes (CRTs) started
to take over from online printers as one of the primary
output devices for mainframe computers. Almost immediately,
in university computing centers everywhere, the text-based
computer game, "Space War", previously confined to a single
or multiple users at teletype machines, became a CRT and
keyboard-based game. Within a few years, the text-only video
displays of space warfare encounters gained primitive character-based
graphics depicting ship and missile trajectories. Beginning
in the 1970s with Atari's "Pong", computer games made the
leap from mainframe computers to microcomputers that could
use the home TV screen as the video display.
Videogame
hardware morphed into home computers in the 1980s. Many
of these early systems used the home TV as the display device.
True to their heritage, games quickly became the second
most popular use of home PCs. And, since computers can use
modems to communicate with each other over telephone lines,
interactivity extended to remote multi-users, so games could
be played among a group of people at a distance from one
another. Long before the rise of the Internet, bulletin
board-based games offered chat between players and game
downloading services. For a few years, a single architecture
combined a broadcast receiver color TV with a microcomputer
in a keyboard and a modem to deliver conventional TV, electronic
messaging, and videogames to the living room.
By 1996,
when the Internet and Web browsers became mainstream PC
applications, home computers no longer used the TV as the
video display, simply because TVs could not support SVGA,
and then XVGA screen resolutions. The Web developed into
a powerful interactive media in its own right, distinct
from videogames, TV, and non-networked computers. Now, it
is estimated that over 50% of American homes have both a
TV and a PC - and it's the PC that is connected to the Web.
Over
the past three years, interactivity has been added both
to community-wide cable television and satellite TV. It
is possible to connect to the Internet using a set-top box,
a keyboard and the home TV for the display device. Typically,
a telephone line is used by the set-top box to gain Internet
access, but not in all cases. All Satellite TV systems require
a phone line to support interactivity. Other interactive
TV systems offer interactivity that enhances TV with "click
to purchase" capability, without a keyboard, using only
the remote control.
Levels
of Interactivity
Aside from the hardware, it is useful to consider interactive
TV on a purely functional basis. Acknowledging that some
functions are more difficult and costly to implement than
others, levels of interactivity can be defined, such as
low, medium, and high. These distinctions are somewhat arbitrary,
as the levels blend into one another and features that are
easy to supply within one community system may be next to
impossible to deliver in another.
Low
Interactivity TV
One big step up from plain old TV, low interactivity TV
offers basic Internet services, gaming, and near video on
demand:
- NTSC
standard images
- Scheduled-by-popular-demand video movies
- Stereo sound system
- Videogames at NTSC resolution
- Wired game controller
- Wired QWERTY Keyboard
- Access to email, Web pages and search
engine via a gateway server that pre-processes
pages for NTSC display.
Medium
Interactivity TV
With advanced gaming, 2-way video, video on demand and support
for all Internet services, the medium level of interactive
TV features:
- Mid-resolution
images at 800 by 600, non-interlaced, 30 frames
per second
- Picture-in-picture with two 320 by 240
window capability
- True video on demand (start any cable
movie, any time)
- 2-way video chat
- 3-speaker sound system
- DVD player
- 3-D world games at 800 by 600 resolution
with single remote player support
- Wireless game controller with force feedback
- Wired QWERTY Keyboard
- USB port for still camera and Webcam video
input and optional output
devices such as a printer, scanner or disk drive
- Access to Web-based productivity
suite, including email, search engine,
word processor, spreadsheet, financial management
tools
High
Interactivity TV
Capable of full-immersion gaming, personal video stream
control, video conferencing and support for all Internet
services, the highest level of interactive TV features:
- High-resolution
images at 1024 by 768, non-interlaced, 30 frames
per second
- Picture-in-picture with four 320 by 240
window capability
- Tape-deck-like control of video on demand
- Real-time branching video (for example,
click to change scenes)
- 5-way video chat
- Theater-quality sound system
- DVD RAM-based video and data recording
- 3-D world games at 1024 by 768 resolution,
multiple remote player support
- Wireless game controller with force feedback
- Wireless QWERTY Keyboard
- Wireless headset for voice recognition
- Voice synthesis for user
feedback and text to speech
- Firewire port for digital video
camera input and other peripherals, like
printers, scanners and advanced game controllers
- Access to Web-based productivity
suite, including email, search engine,
word processor, spreadsheet, financial management
tools
Commercialization
of Interactive TV
Widely perceived as a potentially huge revenue generator
for providers and consumer electronics companies, the implementation
of interactive TV is being approached from a number of directions.
Arguably, about 500,000 users already have interactive TV
at the first level described above. Those users own a Microsoft
WebTV set top box, a stereo TV, a stand-alone videogame
system, and access a cable TV service with subscription
or pay-per-view movies. In the near future, with some digital
cable services, both the external videogame system and the
WebTV box will not be required. The cable company will offer
those features as options for digital cable, reducing living
room clutter substantially. Indeed, some hotels offer such
services, today.
The medium
and high interactivity TV systems may be costly to realize
for both the consumer and the provider, or not, depending
on how it's done. The beginnings of several implementations
are now visible, as are their unique business models. It
is convenient to group these interactive TV systems by type,
without reference to specific offerings. Broadly speaking,
there are three types of interactive TV systems in the process
of being commercialized: head end digital cable systems,
broadband Internet systems, and hybrid satellite/dial-up
systems. Each faces its own set of challenges, and all of
them share some common barriers.
The barriers
to commercialization faced by proposed medium and highly
interactive TV systems include the slow rate of adoption
of HDTV due to the high price of digital TV sets, the high
cost of provider-side infrastructure, Internet bandwidth
costs and Internet congestion. The high cost of digital
TV sets is a function of low demand, which in turn is caused
by the lack of HDTV broadcasting, which is slow to get online
because there are not enough digital TV viewers. This circular
problem may be alleviated by the increasing availability
of other sources of high resolution content that could drive
HDTV sales.
High image
resolution content is becoming increasingly attractive in
two separate venues, DVD for home theater and on the Internet,
in the form of Web pages. The problem with these content
sources as drivers for adoption of digital TV sets is twofold.
To date, consumers would rather spend their money on very
large NTSC screens than on smaller HDTV screens, and PC
video monitors are very inexpensive. Add the fact that most
HDTV sets don't accept input from a PC, and digital TV becomes
an unattractive alternative. This may change, as another
high definition video source becomes widely available: DVD-based
videogame machines. Consumers willingly spend hundreds of
dollars per year on videogames, after spending hundreds
to buy the platform itself. Couple a high bandwidth Internet
connection and an HDTV set to the videogame system and most
of the functions of a medium to highly interactive TV are
there. Another way around the expensive TV set problem is
to use a PC monitor as the display for either the cable
interface box or the videogame platform.
Provider-side
infrastructure costs impact the different systems in various
ways. For the head end digital cable services, upgrading
their plants to support digital TV, video on demand, games
and Internet access is a quadruple burden that can cost
millions of dollars per head end. Cost recovery means persuading
their subscribers to pay for each new premium service. However,
cable companies are already encountering serious resistance
above basic cable pricing. For the interactive TV over broadband
Internet contingent, infrastructure is not as big a barrier,
given that over 3 million high bandwidth connections and
the back-end support for them already exist. So far, PC
users seem willing to pay the freight to get the service.
For interactive TV, in the form of interactive video streaming
over the Internet, the lack of digital TV sets is not an
issue, as the PC already has its dedicated high-definition
monitor right out of the box.
On the
down side, interactive TV over the Internet is subject to
"netlock", traffic congestion that limits the number of
high-quality video streams within any given metro area.
In addition, every video stream on the Internet costs its
provider about $0.50 per hour per viewer. Although this
cost is decreasing every few months, it must be covered
by advertising or pay per view fees. So far, only pay per
view of adult entertainment has been able to deliver a profit
margin. As more viewers gain access to broadband Internet,
and bandwidth costs go down, other pay per view content,
such as sports and concerts will become feasible. Obviously,
these two barriers do not exist for head end based cable
TV delivery of interactive TV.
The hybrid
of satellite digital video delivery and dialup modem back
channel for user data avoids many of the infrastructure
costs, Internet bandwidth and Internet costs issues associated
with the digital head end cable approach and broadband Internet
systems. The digital video servers can be concentrated cost-effectively
at a few data centers and the infrastructure/availability
of dialup modem data support is ubiquitous. The remaining
problem for the hybrid satellite-modem system is mainly
performance. The performance issue centers on latency. Network
latency is the time it takes for the user's input to affect
the interactive video stream. With a low-bandwidth modem
as the control channel and a satellite up and down link
gating the video, shoot-em-up and racing video games are
virtually impossible to implement, leaving only card games
and other lesser forms of interaction.
Industry
Standards
Given that the whole point of standardization is common
definitions, it is no surprise that there are a number of
proposed and effective standards pertaining to interactive
TV. It is beyond the scope of this paper to examine them
all. Instead, partial, non-representative samples will be
considered here. Note that the range of standards covers
hardware, signal transmission and software. The applicable
software standards include everything from video encoding
formats to on-screen object linking methods. Perhaps, at
some point in the future a de-facto working set of standards
will emerge.
Starting
with the hardware, there is now a proposed digital TV hardware
specification circulating among national committees of manufacturers.
Last minute changes in the proposed standard have delayed
shipments of digital TVs from some manufacturers. Other
manufacturers are now shipping their best guess at compliant
sets. On the PC hardware side, there is general agreement
on XVGA as the screen display format. Note that both analog
and digital TV have rectangular pixels and PCs have square
pixels. PCs do not interlace video frames and TVs, including
most of the proposed digital ones, do. On the other hand,
many digital camcorders are capable of recording and playing
non-interlaced video. DVD players generally support a range
of image formats, including HDTV.
For transmission
of NTSC digital TV, which can range from the same effective
screen resolution as analog NTSC, right up to high-end HDTV,
the proposed standard only covers the downstream side. This
is because the user's back channel to the transmitter can
not be within the allocated spectrum of the main signal.
A variety of proprietary formats for user upstream data
intended for use on cable or fiber are presently in trial
deployments. The competing satellite TV systems each use
their own downstream transmission format, with a fully standardized
back channel of data via modem. Digital video on the Internet
is transmitted via either HTTP or UDP, which are not compatible
server data protocols. However, underlying both of those
is a common data packet format, TCP/IP. For interactive
TV on the Web, HTTP is more common because it handles both
the downstream and upstream data with verification, even
though UDP is more efficient for downstream-only video,
which can be sent without any receiver verification.
On the
software side, the three main standardization issues are
video encoding/decoding ( the "codec"), stream format, and
the user interface. Digital video must be encoded to make
both storage and transmission practical. Digital broadcast,
cable and satellite TV have all agreed on a type of codec,
MPEG, that is used in different, sometimes compatible ways,
by each segment. A version of MPEG 1 is used by satellite
TV, digital cable and minimum standard broadcast digital
TV. MPEG 2 is used by HDTV broadcasters and DVD-standard
devices. On the Internet, MPEG 4 is used by about half of
all streaming video providers. The other half is split between
two other codecs, RealNetworks and Sorenson.
Then,
there are the competing video stream formats. RealNetworks
has their own stream format. Apple has QuickTime. And, Microsoft
has MediaPlayer. Video streams contain additional information
about the encoded video within the stream, as well as a
method for controlling the behavior of the stream. None
of these stream formats are compatible. Each one needs its
own software playback method. The playback methods are available
to users of PCs and Macs both as standalone applications
and plug-ins for browsers.
For user
interfaces, the standard face of plain old TV is changing
as digital TV enters the frame. Each broadcast network,
cable company and satellite TV provider has taken the opportunity
of digital and added features to TV. Each of these features
needs a way for users to take advantage of it, and this
has resulted a variety of new buttons on remote controls,
new icons in the corner of the TV screen and menu screens
of all flavors: pop-up, pull-down, and side-scrolling under
the picture. There are no standards in this arena. For interactive
TV on the Internet, standardization on the Web browser as
the main user interface may seem inevitable, as most video
is now delivered this way. But, a number of Internet TV
channels have opted for proprietary software applications
that open their own user interfaces on the desktop.
TV
and PCs - Convergence or Divergence?
This author, among many others, has written that the convergence
of TVs, PCs and the Internet seems likely within 10 years.
A number of trends point in this direction, including the
decreasing cost of PCs, the increasing image quality of
TV, smart digital TVs, the number of homes with PCs wired
to the Internet, increasing Internet usage per household,
pay per view on the Internet, video chat, and on and on.
Those trends are supported by plenty of surveys and statistics.
On the other hand, there are trends in the opposite direction,
that indicate TVs and their audience will remain separated
and distinct. Perhaps the two most important trends that
point to divergence are the popularity of home theater and
proprietary videogame platforms.
Big screen
home theaters with multi-channel sound are increasingly
popular with consumers. As broadcast and cable signals improve
in quality with digital TV and HDTV, the visual benefits
of shear size will become even more obvious and attractive.
It seems clear that without the additional cost and complexity
burden of computer electronics, big TVs will always be less
expensive than big-screen PCs. Not to mention the fact that
TVs don't "crash" the way computers do. More reliability
further enhances the visual entertainment bang for the buck
advantage of TV over PCs.
The new
generation of videogame platforms now on the market are
supercomputers in their own right, complete with high-speed
network connectivity, at the user's option. Compared head
to head with PCs of similar game graphics capability, the
proprietary platforms perform as well, if not better, at
a fraction of the price, which is typically one-sixth that
of a PC. And again, the game machines are more reliable
and have virtually no maintenance, compared to a PC.
Conclusion
Interactive TV is already on the market in a variety of
forms, ranging from PCs with Internet-based video, to digital
set top boxes on cable TV, to videogame systems. At this
point in time, in appears unlikely that any single flavor
or configuration will dominate the consumer space in the
foreseeable future. Instead, interactive TV will continue
to gain popularity in a multitude of forms, serving its
users within their budgetary constraints both at work and
at home.
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